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  • What are the benefits of designing a KeyBinding relay?

    - by Adam Naylor
    The input system of Quake3 is handled using a Keybinding relay, whereby each keypress is matched against a 'binding' which is then passed to the CLI along with a time stamp of when the keypress (or release) occurred. I just wanted to get an idea from developers what they considered to be the key benefits of designing your input system around this approach? One thing i don't particularly like is the appending of the timestamp to the bound command. This seems like a bit of a hack to bend the CLI into handling the games input? Also I feel that detecting the keypress only to add the command to a stream of text that gets parsed at a later date to be a slightly latent way of responding to input? (or is this unfounded?) The only real benefit i can see is that it allows you to bind 'complex' commands to keypresses; like 'switch weapon;+fire;' for example. Or maybe for journaling purposes? Thanks for any insights!

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  • Networking Client Server Packet logic (How they communicate)

    - by Trixmix
    I want to know what is the logic behind server client communication through packets for a real time game. for example the server sends x packets then the client receives x packets and processes them.. Basically what is the process to keep the client and server in sync and able to receive and send packets. more in depth example of what I want to know: client step 1 wait for a packet step 2 read x packets step 3 process x packets step 4 send x packets and so on... I need to know the very basic outline of the communication. Big questions are: 1) do I send and read packets all at one time? i.e for loop though the incoming packets array list and read them all or one every server loop or what... 2) what order should I do things i.e first receive then read then process then send etc.. 3) what I asked above a step by step of what the server / client should do.. Thanks!

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  • Collision detection of convex shapes on voxel terrain

    - by Dave
    I have some standard convex shapes (cubes, capsules) on a voxel terrain. It is very easy to detect single vertex collisions. However, it becomes computationally expensive when many vertices are involved. To clarify, currently my algorithm represents a cube as multiple vertices covering every face of the cube, not just the corners. This is because the cubes can be much bigger than the voxels, so multiple sample points (vertices) are required (the distance between sample points must be at least the width of a voxel). This very rapidly becomes intractable. It would be great if there were some standard algorithm(s) for collision detection between convex shapes and arbitrary voxel based terrain (like there is with OBB's and seperating axis theorem etc). Any help much appreciated.

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  • Why use 3d matrix and camera in 2D world for 2d geometric figures?

    - by Navy Seal
    I'm working in XNA on a 2d isometric world/game and I'm using DrawUserPrimitives to draw some geometric figures... I saw some tutorials about creating dynamic shadows but I didn't understood why they use a "3d" matrix to control the transformations since the figure I'm drawing is in 2d perspective. I know I'm drawing a 2d figure in 3d but I still can't understand if I really need to work with the matrix. Is there any advantage in using a 3d Matrix to control camera and view? Any reason why I can't just update my vertex's positions by using a regular method since the view is always the same... And since I want to work only with single figures, won't this cause all the geometric figures have the same transformations simultaneously? To understand better what I mean here's a video http://www.youtube.com/watch?v=LjvsGHXaGEA&feature=player_embedded

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  • Math major as a viable degree

    - by Zak O'Keefe
    While I realize there are many topics about CS vs software engineering vs game school programs, I haven't found anything relating to whether pure math degrees (with CS minor and electives) would also be a viable program. By this I mean: Would having a math major, CS minor put one at competitive disadvantage as compared to a pure CS program? This relates specifically to game engine programming, more on the graphics side. Background (for those who care): Currently a math major, CS minor at school and looking to land a career doing graphics engine programming. Admittedly, I love math and if at all possible would like to stay my current program as long as it doesn't put me at a competitive disadvantage trying to land a job post-graduation. That being said, I'm strong in the traditional C/C++ languages, strong concurrent programming skills, and currently produce self-made games for iOS. As an employer, how badly is the math major hurting me? Just want to get some advice from people already in the field!

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  • OpenGL-ES: clearing the alpha of the FrameBufferObject

    - by MrDatabase
    This question is a follow-up to Texture artifacts on iPad How does one "clear the alpha of the render texture frameBufferObject"? I've searched around here, StackOverflow and various search engines but no luck. I've tried a few things... for example calling GlClear(GL_COLOR_BUFFER_BIT) at the beginning of my render loop... but it doesn't seem to make a difference. Any help is appreciated since I'm still new to OpenGL. Cheers! p.s. I read on SO and in Apple's documentation that GlClear should always be called at the beginning of the renderLoop. Agree? Disagree? Here's where I read this: http://stackoverflow.com/questions/2538662/how-does-glclear-improve-performance

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  • Pathfinding and BSP with Box2D

    - by Amplify91
    I'm looking into implementing AI in my 2D side-scrolling platformer, and I'm looking into using algorithms such as A*. For many kinds of pathfinding, we need some sort of grid or systems of nodes or polygon areas. My problem is that I am using Box2d for physics and I am not sure how best to create a structure that my AI can use besides placing individual nodes manually (something I really want to avoid) and using some sort of steering behavior. My level design is tile-based with each tile being about half of the height/width of my main character. The tiles are not all square (some are sloped). I'd like to have a system that can see what the terrain looks like for pathfinding and also keep track of the positions of other actors such as enemies. I'd like to avoid directly placing any nodes into my level design except for possible endpoints or goals. This question is related: How do you do AI path following within a 2d physics engine like farseer/box2d?, but it doesn't specify what kind of structure I could use instead of a list of nodes. I'm looking for some kind of grid or type of BSP that I can query for algorithms like A*.

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  • Cannot compute wNear and wFar from projection matrix

    - by DeadMG
    I've got the following error from Direct3D when attempting to render in 3D: Direct3D9: (WARN) :Cannot compute WNear and WFar from the supplied projection matrix Direct3D9: (WARN) :Setting wNear to 0.0 and wFar to 1.0 My projection matrix is as follows: D3DXMatrixPerspectiveFovLH( &Projection, D3DXToRadian(90), (float)GetDimensions().x / (float)GetDimensions().y, NearPlane, FarPlane ); D3DCALL(device->SetTransform( D3DTS_PROJECTION, &Projection )); The NearPlane is 0.1f, the FarPlane is 40.0f, and the dimensions are 1920x1018. This code was working earlier but I appear to have broken it, and I'm not sure where the fault is. Previously I've only encountered it if NearPlane was 0, and Google hasn't suggested any other causes either. Any suggestions?

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  • Fastest way to group units that can see each other?

    - by mac
    In the 2D game I'm working with, the game engine is able to give me, for each unit, the list of other units that are in its view range. I would like to know if there is an established algorithm to sort the units in groups, where each group would be defined by all those units which are "connected" to each other (even through others). An example might help understand the question better (E=enemy, O=own unit). First the data that I would get from the game engine: E1 can see E2, E3, O5 E2 can see E1 E3 can see E1 E4 can see O5 E5 can see O2 E6 can see E7, O9, O1 E7 can see E6 O1 can see E6 O2 can see O5, E5 O5 can see E1, E4, O2 O9 can see E6 Then I should compute the groups as follow: G1 = E1, E2, E3, E4, E5, O2, O5 G2 = O1, O9, E6, E7 It can be safely assumed that there is a transitive property for the field of view: [if A sees B, then B sees A]. Just to clarify: I already wrote a naïve implementation that loops on each row of the game engine info, but from the look of it, it seems a problem general enough for it to have been studied in depth and have various established algorithms (maybe passing through some tree-like structure?). My problem is that I couldn't find a way to describe my problem that returned useful google hits. Thank you in advance for your help!

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  • Trying to develop a game with android for cracking glasses in different dimensions

    - by user46514
    I am trying to develop a game in android where I will have to punch a hole to get through the glass but not shatter the glass completely. The glass will show up in different forms of polygons and when a hole is created by a projectile, the rest of the polygon will still remain intact.Only a polygonal opening will get created at the point of impact with the projectile. I am new at game design in android but I was thinking that I would create a random polygon shape to show in the path and then at the point where the projectile hits it, I could create a glass polygon to create a splinter effect. The rest of the part of the glass that is randomly created at the point of impact, I could further splinter it into polygons flying at different angle. since I also need to capture the bits of glasses flying off and falling down with gravity. Is my solution the best efficient one at performance of threads or is there a better solution for this glass breaking effect. Thanks Dhiren

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  • Homemaking a 2d soft body physics engine

    - by Griffin
    hey so I've decided to Code my own 2D soft-body physics engine in C++ since apparently none exist and I'm starting only with a general idea/understanding on how physics work and could be simulated: by giving points and connections between points properties such as elasticity, density, mass, shape retention, friction, stickiness, etc. What I want is a starting point: resources and helpful examples/sites that could give me the specifics needed to actually make this such as equations and required physics knowledge. It would be great if anyone out there also would give me their attempts or ideas. finally I was wondering if it was possible to... use the source code of an existing 3D engine such as Bullet and transform it to be 2D based? use the source code of a 2D Rigid body physics engine such as box2d as a starting point?

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  • Unity3D - Projection matrix camera frustum

    - by MulletDevil
    I've used off centre projection to create a custom projection matrix for my camera. When I run the game I can see the scene correctly in the game view but in the editor view the camera frustum is not correct. It still shows the original frustum shape not the new one. It also appears that Unity is using the original frustum for frustum culling and not the new one as I can see object being culled which are visible to the new frustum but would not be visible in the old one. Am I wrong in thinking that a custom projection matrix would alter the view frustum? Or am I missing something else?

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  • Rotate around the centre of the screen

    - by Dan Scott
    I want my camera to rotate around the centre of screen and I'm not sure how to achieve that. I have a rotation in the camera but I'm not sure what its rotating around. (I think it might be rotating around the position.X of camera, not sure) If you look at these two images: http://imgur.com/E9qoAM7,5qzyhGD#0 http://imgur.com/E9qoAM7,5qzyhGD#1 The first one shows how the camera is normally, and the second shows how I want the level to look when I would rotate the camera 90 degrees left or right. My camera: public class Camera { private Matrix transform; public Matrix Transform { get { return transform; } } private Vector2 position; public Vector2 Position { get { return position; } set { position = value; } } private float rotation; public float Rotation { get { return rotation; } set { rotation = value; } } private Viewport viewPort; public Camera(Viewport newView) { viewPort = newView; } public void Update(Player player) { position.X = player.PlayerPos.X + (player.PlayerRect.Width / 2) - viewPort.Width / 4; if (position.X < 0) position.X = 0; transform = Matrix.CreateTranslation(new Vector3(-position, 0)) * Matrix.CreateRotationZ(Rotation); if (Keyboard.GetState().IsKeyDown(Keys.D)) { rotation += 0.01f; } if (Keyboard.GetState().IsKeyDown(Keys.A)) { rotation -= 0.01f; } } } (I'm assuming you would need to rotate around the centre of the screen to achieve this)

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  • Rendering performance in FlasCC + UDK when compared to Stage3d and UDK on Windows?

    - by Arthur Wulf White
    Adobe recently released the Flash C++ Compiler, which UDK uses to target Flash Player. Developers can now access UDK for browser applications. Does this mean greater performance than using a Stage3D engine (Away3D 4) and how much of a noticeable difference in performance would it make in rendering speeds? Is there any benchmark you could propose that would allow to compare them fairly? I am asking this to help myself understand the consequences in performance for deciding to use UDK in a browser based game. I would also like to know how it compares with UDK running natively in Windows? I am not asking which technology to use or which is better. Only interested in optimizing rendering speed in a 3d browser game with flash.

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  • Modern techniques for spriting

    - by DevilWithin
    Hello, I would like to know the flow for making modern 2D game artwork. How are the assets made nowadays? Bitmap? Vector-based? Hand-drawn and painted? Drawn digitally? Modeled in 3D and exported to bitmaps? I would like some information on programs as well, for fine looking art. Why does Flash's vector art style look good in most games? How do I make equivalent graphics with external tools? Or equaly good and not vector-based, anyway. Any special hints for animating? An answer oriented towards a one-man-army indie developer with little experience but some artistic sense would be appreciated! Not a complete dummy with paint programs, but also not a master at all, just need efficient ways to achieve results. Thanks. NOTE: Pixel art is not the goal of this question, nothing related to direct pixel manipulation should be brought up here, but you're free to do exactly that :)

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  • How to integrate the .gdf with a specific exe for Games Explorer

    - by Kraemer
    Hello, I want to create an installer for a game and after that an icon to be put in Games Explorer for Win Vista and Win 7. I have created the GDF (game definitions file), then build the script for project and obtained the .h, GDF and .rc files. But i can't compile using Visual Studio 2010 the .rc file into an executable to be used after that to create the installer. Some error is popping up after i set the executable path "Could not load file or assembly'Microsoft.VisualStudio.HpcDebugger.Impl, Version 10.0.0.0, Culture=neutral, PublickKeyToken=b03f5f7f11d50a3a' or one of its dependencies. The system cannot find the file specified." Any ideas what i'm doing wrong ? I need to mention that i've never worked before with GDF Editor and Visual Studio. Any answer would be highly appreciated.Thanks!

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  • Push back rectangle where collision happens

    - by Tifa
    I have a tile collision on a game I am creating but the problem is once a collision happens for example a collision happens in right side my sprite cant move to up and bottom :( thats because i set the speed to 0. I thinks its wrong. here is my code: int startX, startY, endX, endY; float pushx = 0,pushy = 0; // move player if(Gdx.input.isKeyPressed(Input.Keys.LEFT)){ dx=-1; currentWalk = leftWalk; } if(Gdx.input.isKeyPressed(Input.Keys.RIGHT)){ dx=1; currentWalk = rightWalk; } if(Gdx.input.isKeyPressed(Input.Keys.DOWN)){ dy=-1; currentWalk = downWalk; } if(Gdx.input.isKeyPressed(Input.Keys.UP)){ dy=1; currentWalk = upWalk; } sr.setProjectionMatrix(camera.combined); sr.begin(ShapeRenderer.ShapeType.Line); Rectangle koalaRect = rectPool.obtain(); koalaRect.set(player.getX(), player.getY(), pw, ph /2 ); float oldX = player.getX(), oldY = player.getY(); // THIS LINE WAS ADDED player.setXY(player.getX() + dx * Gdx.graphics.getDeltaTime() * 4f, player.getY() + dy * Gdx.graphics.getDeltaTime() * 4f); // THIS LINE WAS MOVED HERE FROM DOWN BELOW if(dx> 0) { startX = endX = (int)(player.getX() + pw); } else { startX = endX = (int)(player.getX() ); } startY = (int)(player.getY()); endY = (int)(player.getY() + ph); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { sr.rect(tile.x,tile.y,tile.getWidth(),tile.getHeight()); if(koalaRect.overlaps(tile)) { //dx = 0; player.setX(oldX); // THIS LINE CHANGED Gdx.app.log("x","hit " + player.getX() + " " + oldX); break; } } if(dy > 0) { startY = endY = (int)(player.getY() + ph ); } else { startY = endY = (int)(player.getY() ); } startX = (int)(player.getX()); endX = (int)(player.getX() + pw); getTiles(startX, startY, endX, endY, tiles); for(Rectangle tile: tiles) { if(koalaRect.overlaps(tile)) { //dy = 0; player.setY(oldY); // THIS LINE CHANGED //Gdx.app.log("y","hit" + player.getY() + " " + oldY); break; } } sr.rect(koalaRect.x,koalaRect.y,koalaRect.getWidth(),koalaRect.getHeight() / 2); sr.setColor(Color.GREEN); sr.end(); I want to push back the sprite when a collision happens but i have no idea how :D pls help

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  • Missing z-axis rotation for transforming between two vectors

    - by Steve Baughman
    I'm trying to rotate a cube so that it's facing up, but am getting hung up on the final implementation details. It now reliably will rotate the x,y axis to the correct side, but the z-axis is never rotating (See photos of before and after rotation). When I'm using the code below I always get '0' for my rotationVector.z. What am I missing here? // Define lookAt vector lookAtVector = GLKVector3Make(0,0,1); // Define axes vectors axes[0] = GLKVector3Make(0,0,1); axes[1] = GLKVector3Make(-1,0,0); axes[2] = GLKVector3Make(0,1,0); axes[3] = GLKVector3Make(1,0,0); axes[4] = GLKVector3Make(0,-1,0); axes[5] = GLKVector3Make(0,0,-1); CGFloat highest_dot = -1.0; GLKVector3 closest_axis; for(int i = 0; i < 6; i++) { // multiply cube's axes by existing matrix GLKVector3 axis = GLKMatrix4MultiplyVector3(matrix, axes[i]); CGFloat dot = GLKVector3DotProduct(axis, lookAtVector); if(dot > highest_dot) { closest_axis = axis; highest_dot = dot; } } GLKVector3 rotationVector = GLKVector3CrossProduct(closest_axis, lookAtVector); // Get angle between vectors CGFloat angle = atan2(GLKVector3Length(rotationVector), GLKVector3DotProduct(closest_axis, lookAtVector)); // normalize the rotation vector rotationVector = GLKVector3Normalize(rotationVector); // Create transform CATransform3D rotationTransform = CATransform3DMakeRotation(angle, rotationVector.x, rotationVector.y, rotationVector.z); // add rotation transform to existing transformation baseTransform = CATransform3DConcat(baseTransform, rotationTransform); return baseTransform; Before 3d Rotation After 3d Rotation Implementation based on this post

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  • Why does my game loop speed vary on different platforms with the same hardware?

    - by Sri Harsha Chilakapati
    I've got a serious issue with my game loop. This loop varies in time with the platform and with the same hardware. This is a list of FPS achieved: - Windows ======= 140 to 150 - Linux ======= 120 to 125 - Windows(WINE) ======= 125 to 135 And since my game loop is fixed timestep, the speed of the game is not stable. Here's my game loop. public final void run() { // Initialize the resources Map.initMap(); initResources(); // Start the timer GTimer.startTimer(); GTimer.refresh(); long elapsedTime = 0; // The game loop while (running) { // Update the game update(elapsedTime); if (state == GameState.GAME_PLAYING) { Map.updateObjects(elapsedTime); } // Show or hide the cursor if (Global.HIDE_CURSOR) { setCursor(GInput.INVISIBLE_CURSOR); } else { setCursor(Cursor.getDefaultCursor()); } // Repaint the game and sync repaint(); elapsedTime = GTimer.sync(); Toolkit.getDefaultToolkit().sync(); } } The timer package How could I improve it?

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  • Island Generation Library

    - by thatguy
    Can anyone recommend a tile map generator (written in Java is a plus), where one can control some land types? For example: islands, large continents, singe large continent, archipelago, etc. I've been reading through many posts on the subject, it almost seems like many are just rolling their own. Before creating my own, I'm wondering if there's already an open source implementation that I might not be finding. If not, it seems like using Perlin Noise is a popular choice. Some articles I've been reading: http://simblob.blogspot.com/2010/01/simple-map-generation.html Generate islands/continents with simplex noise https://sites.google.com/site/minecraftlandgenerator/

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  • Can't click on a button with startDrag() active on stage

    - by Pedro
    I need to know how can I enable mouse click on a button when I have a MouseEvent listener for the stage. I have a MClip associated with the mouse cursor: Mouse.hide(); scope.startDrag(true); And an MouseEnvet on the stage: stage.addEventListener(MouseEvent.CLICK, FunctionXYZ); When I try to click on any button they don't assume the function that I create for those buttons... for example, button for fullscreen, exit, help, etc... Thank you very much. BR, Pedro

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  • Octree implementation for fustrum culling

    - by Manvis
    I'm learning modern (=3.1) OpenGL by coding a 3D turn based strategy game, using C++. The maps are composed of 100x90 3D hexagon tiles that range from 50 to 600 tris (20 different types) + any player units on those tiles. My current rendering technique involves sorting meshes by shaders they use (minimizing state changes) and then calling glDrawElementsInstanced() for drawing. Still get solid 16.6 ms/frame on my GTX 560Ti machine but the game struggles (45.45 ms/frame) on an old 8600GT card. I'm certain that using an octree and fustrum culling will help me here, but I have a few questions before I start implementing it: Is it OK for an octree node to have multiple meshes in it (e.g. can a soldier and the hex tile he's standing on end up in the same octree node)? How is one supposed to treat changes in object postion (e.g. several units are moving 3 hexes down)? I can't seem to find good a explanation on how to do it. As I've noticed, soting meshes by shaders is a really good way to save GPU. If I put node contents into, let's say, std::list and sort it before rendering, do you think I would gain any performance, or would it just create overhead on CPU's end? I know that this sounds like early optimization and implementing + testing would be the best way to find out, but perhaps someone knows from experience?

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  • spinning a 2d Cube

    - by Rahul Verma
    I know that a cube is actually a 3d shape , but i have some other problem over here. I have been doing 2D Game dev using libgdx but have never touched 3D rendering. Now what I want in my 2D game is that instead of coins I make my player collect magical cubes. But those cubes need to be spinning on one Diagonal, same can be seen in popular game Vector. Here is a screenshot. Can someone explaing the mathematics of such an animation

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  • Convenience of mySQL over xml

    - by Bonechilla
    Currently I use XML to store specific information to correctly load a few things such as a list of specfied characters, scenes and music, Once more I use JAXB in combination with standard compression/decompression(ZIP) functionality to store a list of extrenous data. This data is called to add functionality to the character, somewhat like Skills in an RPG. Each skill is seperated into its own XML file with a grandlist which contains the names of each file with their extensions omitted and zipped in folder that gets encrypted. At first using xml was working fine however as the skill list grow i worry about its stability. I was wondering if I should begin storing the data in mySQL. Originally I planned to simply convert everything to JSON over xml but i think possibly mySQL would be a better move. Can anyone inform me of the key difference and pros and cons of each I guess i'm looking for the best way to store the data more conviently and would be easier to operate on. The data is mostly primatives and strings and the only arraylist of values i have i can just concat into a single field and parse later Edit: If I am going in the right direction with XML would it make sense to convert it to JSON and use maybe Kyro or EclipseLink JAXB (MOXy)

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  • Corona SDK: Quality of support and resources?

    - by Nick Wiggill
    I've not used Corona SDK before and am looking into it for a friend. (He is also considering Unity.) I wonder what the support is like for Corona? While Unity has a great many customers and so the Unity team can often not address issues directly, the community at large is very helpful and there are many excellent resources: tutorials, forum posts, code resources. What is Corona like in this regard, and by comparison?

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